
1000+ Ways to crash UED
- [FGS]Chees
- Cherub/7H
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Re: 1000+ Ways to crash UED
17. clicking the split screen by accident, letting go and hay presto GPF error 

- [FGS]Chees
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Re: 1000+ Ways to crash UED
My quote ''At first I spent weeks trying to make a door move. in the end I got it to move and it killed me! I succeeded by not giving up.. even with no one to help me I eventually walked through THAT door with success. When one door closes another door opens. in the end when all said and done ahh crap another mover that wont move ffs what now UED GIVE ME A BREAK'' 

- chin.democ.
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Re: 1000+ Ways to crash UED
18. By doing something overkill in the editor, you'll be mapping and rebuilding fine, only opening the same map later in the day and the SDK crashes! (very evil sly sneaky horrible sdk)
- [FGS]Chees
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Re: 1000+ Ways to crash UED
Once you know what your doing wrong to crash it it's easily avoided! I haven't had a crash in weeks and I've seen positive things from UED2 and even UED1, it goes beyond imagination what these editors are capable of when used correctly. I started a new topic so no more bitching about UED! just general help for mappers is the best step forward I think.
- ShadowRunner
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Re: 1000+ Ways to crash UED
~How not to crash, is better yes, than how to crash.
Try to balance the number of adds and subtracts.
Use semi-solids where possible. Anything a player doesn't actually stand on can usually be semi-solid.
Back-up and zip your map at every stage of the build. Facetown had something like 68 different copies before Xmas, or was it 6.8 GB I can't remember.
Closing the editor and restarting usually fixes most bugs.
Don't copy and paste items, use the duplicate tool. Even that is not foolproof and can lead to "runaway loop"
It doesn't matter how nice your map looks, if the gameplay isn't good, no-one will want to play it.
Maps with more than 2 spawns usually are more popular.
Perfectly symmetrical or perfectly balanced maps are usually unpopular. Exception could be with 0-augs fast maps.
Maps which have no dead ends at all, like DXMP_Smuggler tend to be more popular.
The player can hunt, but he isn't getting any further away from the action.
This is the definitive read on BSP error and how to find the source/offending brush. Used correctly, you can fix 100% of BSP error.
http://www.hourences.com/tutorials-ue1ue2-bsp/
A useful guide
http://www.wiki.beyondunreal.com
This guy too, knows what he's talking about. He made Nepthys. Also contains sections how to fix and how to avoid BSP nightmares.
http://zzora.altervista.org/tipsandtricks.html
Typical behaviour of SDK is that it will be good as gold until somewhere between 5-7mb, after that be prepared for some bugs.
Closing the SDK will fix most of it. After about 10mb be prepared for the twilight zone. If you get to 20mb and no major errors, you must be doing something right.
Also if you're trying to give a DX canon feel to your map, be careful, Area_51 and other default maps have bugs already. Area51 is the most buggy of all perhaps. If anyone would like to see the BETA area51 terrain from SP, SDK miraculously produced this for me one day. It can be verified by looking at infolink images from the game. What this means is that history is somehow contained within a map, despite rebuilds/editing.
So my biggest piece of advice of all, have a routine, work methodically, step by step, also work evenly across the map. Don't detail one area too quickly, make it even distribution as you build.
Try to balance the number of adds and subtracts.
Use semi-solids where possible. Anything a player doesn't actually stand on can usually be semi-solid.
Back-up and zip your map at every stage of the build. Facetown had something like 68 different copies before Xmas, or was it 6.8 GB I can't remember.
Closing the editor and restarting usually fixes most bugs.
Don't copy and paste items, use the duplicate tool. Even that is not foolproof and can lead to "runaway loop"
It doesn't matter how nice your map looks, if the gameplay isn't good, no-one will want to play it.
Maps with more than 2 spawns usually are more popular.
Perfectly symmetrical or perfectly balanced maps are usually unpopular. Exception could be with 0-augs fast maps.
Maps which have no dead ends at all, like DXMP_Smuggler tend to be more popular.
The player can hunt, but he isn't getting any further away from the action.
This is the definitive read on BSP error and how to find the source/offending brush. Used correctly, you can fix 100% of BSP error.
http://www.hourences.com/tutorials-ue1ue2-bsp/
A useful guide
http://www.wiki.beyondunreal.com
This guy too, knows what he's talking about. He made Nepthys. Also contains sections how to fix and how to avoid BSP nightmares.
http://zzora.altervista.org/tipsandtricks.html
Typical behaviour of SDK is that it will be good as gold until somewhere between 5-7mb, after that be prepared for some bugs.
Closing the SDK will fix most of it. After about 10mb be prepared for the twilight zone. If you get to 20mb and no major errors, you must be doing something right.
Also if you're trying to give a DX canon feel to your map, be careful, Area_51 and other default maps have bugs already. Area51 is the most buggy of all perhaps. If anyone would like to see the BETA area51 terrain from SP, SDK miraculously produced this for me one day. It can be verified by looking at infolink images from the game. What this means is that history is somehow contained within a map, despite rebuilds/editing.
So my biggest piece of advice of all, have a routine, work methodically, step by step, also work evenly across the map. Don't detail one area too quickly, make it even distribution as you build.
- ~][FGS][Nobody~
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Re: 1000+ Ways to crash UED
Haha, a good one.ShadowRunner wrote:If you get to 20mb and no major errors, you must be doing something right.

Especially on Area51, I've noticed the issue that not all brushes are visible to UnrealEd.ShadowRunner wrote:Area_51 and other default maps have bugs already
You'll be surprised what happens, if you open the editor log window and type the command: set Actor bHiddenEd false
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- Mastakilla
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- [FGS]Kalman
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Re: 1000+ Ways to crash UED
It has some bugs anyway e.g. u can't delete some brushed :/~][FGS][Nobody~ wrote:Haha, a good one.ShadowRunner wrote:If you get to 20mb and no major errors, you must be doing something right.![]()
Especially on Area51, I've noticed the issue that not all brushes are visible to UnrealEd.ShadowRunner wrote:Area_51 and other default maps have bugs already
You'll be surprised what happens, if you open the editor log window and type the command: set Actor bHiddenEd false
- ~][FGS][Nobody~
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Re: 1000+ Ways to crash UED
Yeah you can.Mastakilla wrote:You can hide things from the editor?!
..by opening the properties of an actor and setting Advanced -> bHiddenEd to true.
It's just a bit tricky to un-hide it again, since it's hidden and you can't select it LOL.
I think you're talking of the duplication bug. You should be able to delete them by:[FGS]Kalman wrote:It has some bugs anyway e.g. u can't delete some brushed :/
1. select them
2. press DEL key, followed by confirming.
3. save map
4. close editor
5. open editor
6. load map
7. repeat 1-6 until the actor is deleted
Nobody is perfect...
-----------------------
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
-----------------------
ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
- ShadowRunner
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Re: 1000+ Ways to crash UED
That's very useful. These must be the actors that shoot halfway across the grid, when you try to move them a little.
I'm still baffled how a brush can change shape without being edited, all I did was rebuild. You can see in the floor, textures align roughly to the shape of the surprise hill.

I'm still baffled how a brush can change shape without being edited, all I did was rebuild. You can see in the floor, textures align roughly to the shape of the surprise hill.

- chin.democ.
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Re: 1000+ Ways to crash UED
Yeah I've had issues with non deleting brushes and like you say it's just a matter of re-opening the editor and deleting as many as it will let you before repeating the process. As Shadow mentioned its the brushes that shoot across the screen when dragged, very odd.~][FGS][Nobody~ wrote:Yeah you can.Mastakilla wrote:You can hide things from the editor?!
..by opening the properties of an actor and setting Advanced -> bHiddenEd to true.
It's just a bit tricky to un-hide it again, since it's hidden and you can't select it LOL.
I think you're talking of the duplication bug. You should be able to delete them by:[FGS]Kalman wrote:It has some bugs anyway e.g. u can't delete some brushed :/
1. select them
2. press DEL key, followed by confirming.
3. save map
4. close editor
5. open editor
6. load map
7. repeat 1-6 until the actor is deleted
- ShadowRunner
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Re: 1000+ Ways to crash UED
I notice Chees had an error I've had. Two actors in exactly the same place. I used to feel it was a mouse button issue.
- ~][FGS][Nobody~
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Re: 1000+ Ways to crash UED
No, it's actually just one actor. However, if you click at it, UnrealED thinks that are two. I don't know exactly know the backgrounds of that happening either but it can be solved by following my 7-step-guide.
If you're confronted with a thousand actors then you should consider:
1. selecting ALL
2. pressing CTRL+C
3. starting a new map with File -> New map
4. pressing CTRL+V (might take a while, Editor might hang meanwhile)
5. Saving the map
6. rebuilding
7. saving again
Mind that copy paste moves all actors by 32 units.
If you're confronted with a thousand actors then you should consider:
1. selecting ALL
2. pressing CTRL+C
3. starting a new map with File -> New map
4. pressing CTRL+V (might take a while, Editor might hang meanwhile)
5. Saving the map
6. rebuilding
7. saving again
Mind that copy paste moves all actors by 32 units.
Nobody is perfect...
-----------------------
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
-----------------------
ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
- [FGS]Chees
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Re: 1000+ Ways to crash UED
19. Ued2 making a terrain, copy map into it from ued1=crash vise verse also open both saves in ued1 copy into still crash, same on ued2 both open copy to ued2 terrain crash. 2000+ size terrain is to much for it apparently the logs suggest even on it's own 

- ~][FGS][Nobody~
- Illuminated
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Re: 1000+ Ways to crash UED
Hmm weird..
I don't know what's going wrong then. I did copying a large amount of brushes several times, including your map in order to fix all the duplications.
I don't know what's going wrong then. I did copying a large amount of brushes several times, including your map in order to fix all the duplications.
Nobody is perfect...
-----------------------
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
-----------------------
ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
Magus wrote:Maybe one day I will understand your arcane rituals of voting
chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.
~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!